[1.7_00+] WorldEdit: Edit/copy/paste/tunnels/spheres!
#181
Posted 05 July 2011 - 05:23 AM
First... does it work with 1.7.2?
I took js.jar from Rhino and copied it into .minecraft/bin
I created .minecraft/drawings folder
I put a test.png file in the drawings folder
In single player, I type "/cs draw.js test" and "/cs draw.js test.png" but nothing happens. No error message.
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#182
Posted 05 July 2011 - 06:38 AM
leo_swiss, on 04 July 2011 - 02:50 PM, said:
use the one that comes with the SPC package.
All the above mentioned things work like a charm here.
Leo
gereja, on 05 July 2011 - 02:58 AM, said:
read the other messages
#183
Posted 05 July 2011 - 07:31 PM
#184
Posted 05 July 2011 - 07:59 PM
JSkare, on 05 July 2011 - 07:31 PM, said:
Did you get a Java null exception? I had that happening in 1.6.6 as well. I could load a schematic but not save.
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#186
Posted 07 July 2011 - 02:27 AM
#187
Posted 17 July 2011 - 03:06 PM
Will WorldEdit work on ymod maps? Those maps use beta 1.2_02 linear chunks like vanilla Minecraft but extend either 256/ 512 or 1024 blocks instead of 128, depending on how you make the map.
* And perhaps more importantly; does WorldEdit or will it eventually work with the newer height mod 'Cubic Chunks' maps? This is a 3D Chunks mod that raises the game map vertical size to 4096 blocks! It uses (16x16x16) sized chunks.
Cubic Chunks works with the current version of Minecraft beta 1.7.3 and is being actively developed and supported by Robinton and uses ModLoader. I believe this sort of mod & map type is the future of Minecraft, especially for building those epic 1:1 Large Scale Reproductions and things like that.
If WorldEdit does not currently support these maps then I sincerely hope that you will consider working with Robinton to add some sort of basic support. This would have a huge impact on the future of High-Map support and usage for all of us! Thanks for reading my plea.
btw: I have now added info regarding the Cubic Chunks mod to my Higher Map thread/tutorial:
+ How to have a Higher map ( 256 / 512 / 1024 / 4096 ) instead of 128 +
[EDIT] Robinton has agreed to try and make ymod maps convertible to his current and supported 3D Chunk maps. If this is accomplished then it might not be as necessary to work on direct support for ymod maps with your software. But it will make your support of 3D chunk maps that much more valuable!
Robinton has detailed some more info on how his maps work: Here and here.
#188
Posted 17 July 2011 - 03:14 PM
a way to mark the center of the selection.
#189
Posted 17 July 2011 - 05:26 PM
MineCrak, on 17 July 2011 - 03:06 PM, said:
Will WorldEdit work on ymod maps? Those maps use beta 1.2_02 linear chunks like vanilla Minecraft but extend either 256/ 512 or 1024 blocks instead of 128, depending on how you make the map.
* And perhaps more importantly; does WorldEdit or will it eventually work with the newer height mod 'Cubic Chunks' maps? This is a 3D Chunks mod that raises the game map vertical size to 4096 blocks! It uses (16x16x16) sized chunks.
...
We will see once the dust settles. WorldEdit currently has hard limits on y's.
#190
Posted 17 July 2011 - 08:12 PM
sk89q, on 17 July 2011 - 05:26 PM, said:
Ok, thanks! At least you know about the mod & map system so there is hope for the future.
[EDIT] I have learned some more about how Cubic Chunks maps are set up. Hopefully this helps:
It uses 3D chunks (16x16x16) above and below the normal map space (1-128) and synchronizes with the same coordinate system as the normal maps (improving compatibility) but increases the total map height to 4096 blocks.
Essentially; from where level 0 currently is on a map the new map rises to around level 2048 and goes down to level -2048. Robinton told me that it actually wouldn't be too difficult to extend the vertical to virtually infinite at some point, but first wants to make sure everything else is solid, like a terrain solution etc.
Sea level is still at level 64 etc. The mod auto-converts chunks in a normal map being played into the extended cubic chunks format. The bedrock is removed from the normal worlds and replaced with regular stone. The new bottom of the map has a bunch of lava at the bottom with 8 layers of scattered bedrock above it, but this is around 2000 blocks down.
* The author is currently coding a map converter that will convert a map from the 3D chunks format back to the normal format, and possibly also to the ymod format. This is to insure that people can return their maps to vanilla minecraft if need be. Anything outside of the 0-128 would be erased though, unless they also saved to the ymod format which could theoretically preserve everything in the cubic map.
[Edit] The Save File Converter is done and also converts ymod maps! The ymod part has some bugs atm but should be ironed out by tomorrow.
[EDIT] Map Converter link updated to Stable link
#191
Posted 20 July 2011 - 07:13 PM
Robinton has made available for Download his current Terrain Generator Source Code. This is so that others will be able to help write a better one for the Cubic Chunks mod or add improvements. Also; looking at the code could be helpful for anyone wishing to add support into their mods.
Also; A new version of Cubic Chunks is now out as well as a new version of the Map Converter that can convert ( Cubic / ymod / Vanilla Minecraft ) maps!
#192
Posted 20 July 2011 - 07:19 PM
http://www.minecraft...tle-formatting/
#193
Posted 29 July 2011 - 01:24 AM
Right now, any time I use a //-command (including undo) it turns all pistons downward facing...
(I have a custom map with over 800 pistons I am placing by hand)
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#194
Posted 05 August 2011 - 06:42 PM
World edit (4.6) can't handle RedPower wires and logic gates. My guess would be that it's cause they use damage values of way above 15 for blocks thanks to the Forge API. The lasttime I tried copying something that contained RP wires and they just dropped on the ground like their blocks disappeared, which was the case since I used cut, and they wouldn't have been placed again if paste would have been successful.
Sadly when I tried to paste said cut the game crashed. I forgot to look into the modloader.txt and already started the game again a few times so bleh. I'll try to reproduce it and grab it then.
This was the 2nd time I copied something with RP wires, the firsttime it worked but the blocks where wires were got corrupted even though that wasn't hard to fix. But World Edit wasn't able to, replacing or setting the corrupted air blocks to something else didn't change their corruption, only placing a RP wire and removing it did but that's probaly too due to the new way of block handling. The only thing that was different in the time that crashed was that there was running something through the BC pipes (both contained them and also IC stuff) when I used cut, the firsttime it was idle.
Also I'd like to suggest a little something, could it be doable to make it rotate the clipboard automatically in 90° steps in relation to your rotation on copy / paste? So if you copy something and turn right for aroung 90° it would rotate it by 90° right on paste. No idea if that's easily doable.
And I gotta say this looks really like a great tool even though I can't judge it much as I now used it for the first time knowing it already since I started using SPC which was already in 1.2 or 1.3
I'm not that much of a builder so I got not that much to work on :3
A bit confusing how copy paste is handled at first but when you understand it it's really great. Nice work.
Edit: I can also confirm that piston orientation thing. I messed up something and did //undo and now that piston is facing down. But no problem as it was just a test world and a test thing that was only crap xD
#195
Posted 06 August 2011 - 06:59 AM
#196
Posted 07 August 2011 - 09:18 PM
#200
Posted 15 August 2011 - 03:50 PM











